Welcome Labrynth
Welcome Labrynth

Welcome Labrynth – #TAMA-EN023

Special Summon 1 “Labrynth” monster from your Deck, also until the end of the next turn after this card resolves, you cannot Special Summon monsters from the Deck or Extra Deck, except Fiend monsters. If a monster leaves the field by your Normal Trap effect, while this card is in your GY, except the turn it was sent there: You can Set this card. You can only use each effect of “Welcome Labrynth” once per turn.

Date Reviewed:  November 15th, 2022

Rating: 3.67

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Welcome Labrynth is Normal Trap that will be an annoyance to your opponent.

Good search and Special Summon from the Deck for any of your Labrynth monsters, even if it locks you into Fiend monsters from the Deck and Extra Deck until the end of the next turn. Not much of a hindrance when you run only Fiend-Type monsters. Used alongside tomorrow’s card to trigger spot removal, it being able to pull any Labrynth monster from the deck is good enough for me, shame none are Tuners…yet.

When a Normal Trap forces a monster to leave the field while Welcome Labrynth is in the grave it will reset itself on the field as long as that doesn’t happen the turn it hit the grave. When you can have a card reset itself it is good. When that effect triggers off of something tied to the strategy of the archetype and doesn’t need anything too specific, it is even better. Compulsory Evacuation Device, Ice Dragon’s Prison, Dogmatika Punishment come to mind to trigger Welcome Labrynth to reset, and there’s a slew more I’m sure because leaving the field in any fashion triggers it as well.

Easy search that can get you to your big Labrynth monsters that are critical to field dominating and pushing your Normal Traps through, and the card can reset itself with ease. Good card for the archetype.

Advanced-3.5/5     Art-3/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Of course we got to look at a Normal Trap for the new archetype, and probably one of the most important ones as we look at Welcome Labrynth.

Welcome Labrynth is a Normal Trap that on activation lets you Special Summon any Labrynth monster from your Deck, but until the end of the next turn after this resolves, you can only Special Summon Fiend monsters from the Deck or Extra Deck. The restriction is no issue since Labrynth are all Fiend monsters anyways, and there’s good Fiends to put in the Extra Deck. The ability to get whatever Labrynth monster you want from the Deck is great, whether it’s one of the decoration monsters to get to more Traps, a Servant, or one of the boss monsters in the archetype. Second effect triggers if a monster leaves the field by your Normal Trap effect while this is in the graveyard, letting you set it back to the field to use again, so a Trap that recovers itself for more use. Hard once per turn on each effect of course, but this is another card you can’t really go without in Labrynth. I don’t know how many to use after Big Welcome Labrynth comes out, but 2 or 3 won’t be that bad before or after that card’s release.

Advanced Rating: 4/5

Art: 4.5/5 Can you escape?


Mighty Vee
Mighty
Vee

Given their emphasis on Normal Traps, it makes sense that Welcome Labrynth would be a Normal Trap, functioning as one of their main cards. Welcome Labrynth can be searched by Arianna the Labrynth Servant (or Trap Trick if you must) and has two hard once per turn effects. The first allows you to Special Summon any Labrynth monster from your deck at the cost of locking you into Fiend monsters until the end of the NEXT turn. This is pretty necessary considering Labrynth needs to summon its high level monsters, though the lock severely limits the kind of decks you can mix Labrynth with. Keeping with the Labrynth theme, the second effect triggers if Welcome is in the Graveyard (except the same turn it was sent there) when your Normal Trap makes a monster leave the field, allowing you to set Welcome back to your Spell/Trap zone. It’s a tad clunky, but being able to recycle itself is great, so you can keep a steady stream of Labrynth monsters coming. Personally though, I find that you end up running out of Labrynth monsters eventually, but that’s more of an archetype problem than a fault of this card. Overall, one of your core cards for getting out your bosses; because it self-recycles, you could get away with just one, especially with how accessible it is. 

Advanced: 3.5/5

Art: 3.5/5 Still waiting for the knight.


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